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path: root/Assets/Bundle/Shaders/Common/common_gbuffer.shader
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Shader "Erika/Common/GBuffer"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float3 vertex : POSITION;
                float3 normal : NORMAL;
                float3 tangent : TANGENT; 
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float3 normal : TEXCOORD1;
                float3 worldPos : TEXCOORD2;
                float4 vertex : SV_POSITION;
            };

            struct Output 
            {
                float4 diffuse : SV_Target0;
                float4 normal : SV_Target1;
                float4 position : SV_Target2;
                float4 texCoord : SV_Target3;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.worldPos = mul(unity_ObjectToWorld, float4(v.vertex, 1)).xyz;
                return o;
            }

            Output frag (v2f i) 
            {
                Output o;
                fixed4 col = tex2D(_MainTex, i.uv);
                o.diffuse = fixed4(1,0,0,1);
                o.normal = fixed4(1,1,0,1);
                o.position = fixed4(i.worldPos, 1);
                return o;
            }
            ENDCG
        }
    }
}